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We might also be able to detect the path from the Demaster config. I am looking in the default location for the Demaster.
I wonder where the .map file has to be. What filename does it need to have etc. They say it is supported but it's not in the documentation. I assume it's {map name}.map. Does it need to just be hanging out with the texture(s) or does it need to be in a curtain path?
I'm lacking some finer details. But these are snippets from the documentation.
I need to reinstall FF8 2000. So I can setup FFNX.
This shows like how languages might be handled by FFNX. I'm not sure if fields are going to be handled the same way.
https://github.com/julianxhokaxhiu/FFNx/blob/f9cb1dd086ce602e063396ca81598705e4d482af/docs/ff8/mods/external_textures.md?plain=1#L1C1-L21
https://github.com/julianxhokaxhiu/FFNx/blob/f9cb1dd086ce602e063396ca81598705e4d482af/docs/ff8/mods/external_textures.md?plain=1#L177-L192
source x
,source y
andtexture page
. The number of tiles per row seems to be{total number of tiles} / 16
rounded up? So the pixel width would be the number of tiles. The pixel height would be 256. So render location would bex = index *16 % size
andy = index * 16 / size
. I think. #134Detect {mod_path} from FFNX and demaster. #136
We might also be able to detect the path from the Demaster config. I am looking in the default location for the Demaster.
I wonder where the
.map
file has to be. What filename does it need to have etc. They say it is supported but it's not in the documentation. I assume it's{map name}.map
. Does it need to just be hanging out with the texture(s) or does it need to be in a curtain path?https://steamcommunity.com/sharedfiles/filedetails/?id=3252361363 this link has a bunch of info about porting old mods to FFNX
Texture dumping turned on will help me see maybe where FFNX is expecting things? We'll see I guess.
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